view rogue3/sticks.c @ 87:f871cb0539d3

Don't set the player's ISRUN flag. rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
author John "Elwin" Edwards
date Tue, 13 Aug 2013 09:19:56 -0700
parents 527e2150eaf0
children
line wrap: on
line source

/*
 * Functions to implement the various sticks one might find
 * while wandering around the dungeon.
 *
 * @(#)sticks.c	3.14 (Berkeley) 6/15/81
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"

void
fix_stick(struct object *cur)
{
    if (strcmp(ws_type[cur->o_which], "staff") == 0)
	strcpy(cur->o_damage,"2d3");
    else
	strcpy(cur->o_damage,"1d1");
    strcpy(cur->o_hurldmg,"1d1");

    cur->o_charges = 3 + rnd(5);
    switch (cur->o_which)
    {
	case WS_HIT:
	    cur->o_hplus = 3;
	    cur->o_dplus = 3;
	    strcpy(cur->o_damage,"1d8");
	when WS_LIGHT:
	    cur->o_charges = 10 + rnd(10);
    }
}

void
do_zap(int gotdir)
{
    struct linked_list *item;
    struct object *obj;
    struct room *rp;
    struct thing *tp;
    int y, x;

    if ((item = get_item("zap with", STICK)) == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (obj->o_type != STICK)
    {
	msg("You can't zap with that!");
	after = FALSE;
	return;
    }
    if (obj->o_charges == 0)
    {
	msg("Nothing happens.");
	return;
    }
    if (!gotdir)
	do {
	    delta.y = rnd(3) - 1;
	    delta.x = rnd(3) - 1;
	} while (delta.y == 0 && delta.x == 0);
    switch (obj->o_which)
    {
	case WS_LIGHT:
	    /*
	     * Reddy Kilowat wand.  Light up the room
	     */
	    ws_know[WS_LIGHT] = TRUE;
	    if ((rp = roomin(&hero)) == NULL)
		msg("The corridor glows and then fades");
	    else
	    {
		addmsg("The room is lit");
		if (!terse)
		    addmsg(" by a shimmering blue light.");
		endmsg();
		rp->r_flags &= ~ISDARK;
		/*
		 * Light the room and put the player back up
		 */
		light(&hero);
		mvwaddch(cw, hero.y, hero.x, PLAYER);
	    }
	when WS_DRAIN:
	    /*
	     * Take away 1/2 of hero's hit points, then take it away
	     * evenly from the monsters in the room (or next to hero
	     * if he is in a passage)
	     */
	    if (pstats.s_hpt < 2)
	    {
		msg("You are too weak to use it.");
		return;
	    }
	    else if ((rp = roomin(&hero)) == NULL)
		drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
	    else
		drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
		    rp->r_pos.x, rp->r_pos.x+rp->r_max.x);
	when WS_POLYMORPH:
	case WS_TELAWAY:
	case WS_TELTO:
	case WS_CANCEL:
	{
	    int monster;
	    int oldch;
	    int rm;

	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if (isupper(monster = mvwinch(mw, y, x)))
	    {
		int omonst = monster;

		if (monster == 'F')
		    player.t_flags &= ~ISHELD;
		item = find_mons(y, x);
		tp = (struct thing *) ldata(item);
		if (obj->o_which == WS_POLYMORPH)
		{
		    detach(mlist, item);
		    oldch = tp->t_oldch;
		    delta.y = y;
		    delta.x = x;
		    new_monster(item, monster = rnd(26) + 'A', &delta);
		    if (!(tp->t_flags & ISRUN))
			runto(&delta, &hero);
		    if (isupper(mvwinch(cw, y, x)))
			mvwaddch(cw, y, x, monster);
		    tp->t_oldch = oldch;
		    ws_know[WS_POLYMORPH] |= (monster != omonst);
		}
		else if (obj->o_which == WS_CANCEL)
		{
		    tp->t_flags |= ISCANC;
		    tp->t_flags &= ~ISINVIS;
		}
		else
		{
		    if (obj->o_which == WS_TELAWAY)
		    {
			do
			{
			    rm = rnd_room();
			    rnd_pos(&rooms[rm], &tp->t_pos);
			} until(winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
		    }
		    else
		    {
			tp->t_pos.y = hero.y + delta.y;
			tp->t_pos.x = hero.x + delta.x;
		    }
		    if (isupper(mvwinch(cw, y, x)))
			mvwaddch(cw, y, x, tp->t_oldch);
		    tp->t_dest = &hero;
		    tp->t_flags |= ISRUN;
		    mvwaddch(mw, y, x, ' ');
		    mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster);
		    if (tp->t_pos.y != y || tp->t_pos.x != x)
			tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
		}
	    }
	}
	when WS_MISSILE:
	{
	    static struct object bolt =
	    {
		'*' , {0, 0}, 0, "", "1d4" , 0, 0, 100, 1, 0, 0, 0
	    };

	    do_motion(&bolt, delta.y, delta.x);
	    if (isupper(mvwinch(mw, bolt.o_pos.y, bolt.o_pos.x))
		&& !save_throw(VS_MAGIC, THINGPTR(find_mons(unc(bolt.o_pos)))))
		    hit_monster(unc(bolt.o_pos), &bolt);
	    else if (terse)
		msg("Missile vanishes");
	    else
		msg("The missile vanishes with a puff of smoke");
	    ws_know[WS_MISSILE] = TRUE;
	}
	when WS_HIT:
	{
	    int ch;

	    delta.y += hero.y;
	    delta.x += hero.x;
	    ch = winat(delta.y, delta.x);
	    if (isupper(ch))
	    {
		if (rnd(20) == 0)
		{
		    strcpy(obj->o_damage,"3d8");
		    obj->o_dplus = 9;
		}
		else
		{
		    strcpy(obj->o_damage,"1d8");
		    obj->o_dplus = 3;
		}
		fight(&delta, ch, obj, FALSE);
	    }
	}
	when WS_HASTE_M:
	case WS_SLOW_M:
	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if (isupper(mvwinch(mw, y, x)))
	    {
		item = find_mons(y, x);
		tp = (struct thing *) ldata(item);
		if (obj->o_which == WS_HASTE_M)
		{
		    if (on(*tp, ISSLOW))
			tp->t_flags &= ~ISSLOW;
		    else
			tp->t_flags |= ISHASTE;
		}
		else
		{
		    if (on(*tp, ISHASTE))
			tp->t_flags &= ~ISHASTE;
		    else
			tp->t_flags |= ISSLOW;
		    tp->t_turn = TRUE;
		}
		delta.y = y;
		delta.x = x;
		runto(&delta, &hero);
	    }
	when WS_ELECT:
	case WS_FIRE:
	case WS_COLD:
	{
	    int dirch;
	    char *name;
	    int ch;
	    int bounced, used;
	    coord pos;
	    coord spotpos[BOLT_LENGTH];
	    static struct object bolt =
	    {
		'*' , {0, 0}, 0, "", "6d6" , 0, 0, 100, 0, 0, 0 ,0
	    };


	    switch (delta.y + delta.x)
	    {
		case 0: dirch = '/';
		when 1: case -1: dirch = (delta.y == 0 ? '-' : '|');
		when 2: case -2: dirch = '\\';
	    }
	    pos = hero;
	    bounced = FALSE;
	    used = FALSE;
	    if (obj->o_which == WS_ELECT)
		name = "bolt";
	    else if (obj->o_which == WS_FIRE)
		name = "flame";
	    else
		name = "ice";
	    for (y = 0; y < BOLT_LENGTH && !used; y++)
	    {
		ch = winat(pos.y, pos.x);
		spotpos[y] = pos;
		switch (ch)
		{
		    case DOOR:
		    case SECRETDOOR:
		    case '|':
		    case '-':
		    case ' ':
			bounced = TRUE;
			delta.y = -delta.y;
			delta.x = -delta.x;
			y--;
			msg("The bolt bounces");
			break;
		    default:
			if (!bounced && isupper(ch))
			{
			    if (!save_throw(VS_MAGIC, THINGPTR(find_mons(unc(pos)))))
			    {
				bolt.o_pos = pos;
				hit_monster(unc(pos), &bolt);
				used = TRUE;
			    }
			    else if (ch != 'M' || show(pos.y, pos.x) == 'M')
			    {
				if (terse)
				    msg("%s misses", name);
				else
				    msg("The %s whizzes past the %s", name, monsters[ch-'A'].m_name);
				runto(&pos, &hero);
			    }
			}
			else if (bounced && pos.y == hero.y && pos.x == hero.x)
			{
			    bounced = FALSE;
			    if (!save(VS_MAGIC))
			    {
				if (terse)
				    msg("The %s hits", name);
				else
				    msg("You are hit by the %s", name);
				if ((pstats.s_hpt -= roll(6, 6)) <= 0)
				    death('b');
				used = TRUE;
			    }
			    else
				msg("The %s whizzes by you", name);
			}
			mvwaddch(cw, pos.y, pos.x, dirch);
			draw(cw);
		}
		pos.y += delta.y;
		pos.x += delta.x;
	    }
	    for (x = 0; x < y; x++)
		mvwaddch(cw, spotpos[x].y, spotpos[x].x, show(spotpos[x].y, spotpos[x].x));
	    ws_know[obj->o_which] = TRUE;
	}
	when WS_NOP:
	otherwise:
	    msg("What a bizarre schtick!");
    }
    obj->o_charges--;
}

/*
 * drain:
 *	Do drain hit points from player shtick
 */

void
drain(int ymin, int ymax, int xmin, int xmax)
{
    int i, j, cnt;
    struct thing *ick;
    struct linked_list *item;

    /*
     * First count how many things we need to spread the hit points among
     */
    cnt = 0;
    for (i = ymin; i <= ymax; i++)
	for (j = xmin; j <= xmax; j++)
	    if (isupper(mvwinch(mw, i, j)))
		cnt++;
    if (cnt == 0)
    {
	msg("You have a tingling feeling");
	return;
    }
    cnt = pstats.s_hpt / cnt;
    pstats.s_hpt /= 2;
    /*
     * Now zot all of the monsters
     */
    for (i = ymin; i <= ymax; i++)
	for (j = xmin; j <= xmax; j++)
	    if (isupper(mvwinch(mw, i, j)) &&
	        ((item = find_mons(i, j)) != NULL))
	    {
		ick = (struct thing *) ldata(item);
		if ((ick->t_stats.s_hpt -= cnt) < 1)
		    killed(item, cansee(i, j) && !on(*ick, ISINVIS));
	    }
}

/*
 * charge a wand for wizards.
 */
char *
charge_str(struct object *obj)
{
    static char buf[20];

    if (!(obj->o_flags & ISKNOW))
	buf[0] = '\0';
    else if (terse)
	sprintf(buf, " [%d]", obj->o_charges);
    else
	sprintf(buf, " [%d charges]", obj->o_charges);
    return buf;
}